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A VR game, which I recently had to upgrade from 4.3 to 4.4.
Describe the problem or limitation you are having in your project
I was having difficulties getting my VR game to export and run correctly using Godot 4.4. Enabling verbose mode provided me with some useful information, but I had to launch Godot from the command line in order to get it. While this wasn't the absolute worst thing in the world, it did definitely introduce some friction to the process.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The Project Manager can allow users to open their project for editing in verbose mode. Since under the hood it simply runs the Godot executable with particular command line arguments, it can simply add the --verbose flag.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
In my current implementation, I have it set up so that holding the Alt/Option key switches the "Edit" and "Run" buttons to "Edit (Verbose)" and "Run (Verbose)". Holding Alt/Option and then clicking those buttons makes the editor or game open in verbose mode, respectively.
Godot.Project.Manager.Verbose.Mode.1.mp4
It's not included in my current implementation, but we could add verbose mode as another item in the Edit dropdown, after "Edit in recovery mode". However, I don't believe recovery mode and verbose mode are mutually exclusive, and it's possible that people running in recovery mode may even be more likely to want verbose mode as well.
If this enhancement will not be used often, can it be worked around with a few lines of script?
It likely won't be used super often, and can be worked around by using the command line to open the project, rather than the Project Manager. However, this requires the user to locate the Godot executable (extra time-consuming on macOS due to the way apps are structured) and ensure the command-line arguments are all correct.
The current method of enabling verbose mode (holding Alt/Option) is out of the way of regular use, so it doesn't clutter the UI.
Is there a reason why this should be core and not an add-on in the asset library?
I don't believe addons can modify the Project Manager.
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
A VR game, which I recently had to upgrade from 4.3 to 4.4.
Describe the problem or limitation you are having in your project
I was having difficulties getting my VR game to export and run correctly using Godot 4.4. Enabling verbose mode provided me with some useful information, but I had to launch Godot from the command line in order to get it. While this wasn't the absolute worst thing in the world, it did definitely introduce some friction to the process.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The Project Manager can allow users to open their project for editing in verbose mode. Since under the hood it simply runs the Godot executable with particular command line arguments, it can simply add the
--verbose
flag.Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
In my current implementation, I have it set up so that holding the Alt/Option key switches the "Edit" and "Run" buttons to "Edit (Verbose)" and "Run (Verbose)". Holding Alt/Option and then clicking those buttons makes the editor or game open in verbose mode, respectively.
Godot.Project.Manager.Verbose.Mode.1.mp4
It's not included in my current implementation, but we could add verbose mode as another item in the Edit dropdown, after "Edit in recovery mode". However, I don't believe recovery mode and verbose mode are mutually exclusive, and it's possible that people running in recovery mode may even be more likely to want verbose mode as well.
If this enhancement will not be used often, can it be worked around with a few lines of script?
It likely won't be used super often, and can be worked around by using the command line to open the project, rather than the Project Manager. However, this requires the user to locate the Godot executable (extra time-consuming on macOS due to the way apps are structured) and ensure the command-line arguments are all correct.
The current method of enabling verbose mode (holding Alt/Option) is out of the way of regular use, so it doesn't clutter the UI.
Is there a reason why this should be core and not an add-on in the asset library?
I don't believe addons can modify the Project Manager.
The text was updated successfully, but these errors were encountered: